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Dancing Lights

CASTING EFFECT
Casting Time 1 standard action Range medium (100 ft. + 10 ft./level)
Components V, S Effect Up to four lights, all within a 10-ft.-radius area
School evocation [light] Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or
up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing
lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration
required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A
light winks out if the distance between you and it exceeds the spell's range.
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the
previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Spark
CASTING EFFECT
Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)
Components V or S Targets one Fine object
School evocation [fire] Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance
yes (object)
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you
can use spark in any sort of weather and it takes much less time to actually ignite an object.

Ray of Frost
CASTING EFFECT
Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)
Components V, S Effect ray
School evocation [cold] Duration instantaneous
Saving Throw none; Spell Resistance yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal
damage to a target. The ray deals 1d3 points of cold damage.

Prestidigitation
CASTING EFFECT
Casting Time 1 standard action Range 10 ft.
Components V, S Target, Effect, or Area see text
School universal Duration 1 hour
Saving Throw see text; Spell Resistance no
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform
simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of
material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material.
It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and
artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell
components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond
just moving, cleaning, or soiling it) persists only 1 hour.
Mirror Strike
CASTING EFFECT
Casting Time 1 standard action Range personal
Components V, S, M (a shard of mirror) Target you
School transmutation Duration see text

You briefly alter the flow of time to split a melee attack into two attacks. Before the end of your next turn, when you make your
next melee attack roll, compare the result to the AC of two opponents within your reach. If the selected opponents are flanking
you, you gain a +2 bonus on your attack roll (and confirmation attack roll, see below). If you hit both enemies, you can deal half
damage to each. Hitting only one opponent allows you to deal that opponent normal damage for your attack. On a critical threat,
you can make only one attack roll to confirm the critical hit against both opponents. If you confirm against both, you deal half
your critical hit damage to each. Your hit is a normal hit rather than a critical if you confirm against only one opponent. If you fail
to use the effect before the end of your next turn, the spell ends.

Ray of Enfeeblement
CASTING EFFECT
Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels)
Components V, S Effect ray
School necromancy Duration 1 round/level
Saving Throw Fortitude half; Spell Resistance yes

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a
penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A
successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.

Interrogation
CASTING EFFECT
Casting Time 1 round Range touch
Components V, S Target living creature touched
School necromancy [evil,pain] Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance yes

You question the target, backed up by the threat of magical pain. You may ask one question per two caster levels. The target can
either answer the question or take 1d4 points of damage plus your Wisdom bonus. The target is not compelled to answer
truthfully, but the threat of pain gives it a 4 penalty on Bluff checks to convince you when it is lying.

Mage Armor
CASTING EFFECT
Casting Time 1 standard action Range touch
Components V, S, F (a piece of cured leather) Target creature touched
School conjuration (creation) [force] Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage
armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Detect Secret Doors
CASTING EFFECT
Casting Time 1 standard action Range 60 ft.
Components V, S Area cone-shaped emanation
School divination Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no

You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically
constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a
particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its
direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.
Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of
common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

True Strike
CASTING EFFECT
Casting Time 1 standard action
Range personal
Components V, F (small wooden replica of an archery
Target you
target)
Duration see text
School divination

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made
before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to
attackers trying to strike a concealed target.

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